You can sell either to another group or single player at the price
you define or you can sell to the server (see
Marketplace).

As you can see, selling to the server is not very useful unless you
are in dire need of money. Of course, you cannot sell materials to the
server from anywhere in the galaxy, you must first transport them to a valid
market facility or trade station.

You can buy from other groups / individual players at the price they
define or you can buy from the server (see Marketplace). But
the quantities are limited. You cannot buy more than what the server has in
stock. The stock is everything that the server has purchased, minus what it has
sold. Of course, you will not be able to purchase materials anywhere in the
galaxy, you will have to travel to a valid market facility or trading station.

There are deposits of raw materials
on every planet, on any kind of terrains (Note: you will only find
Tibanna Gas on Gas Giants and Deposits and only 1 deposit can be found
on a square at any given time). These deposits can be found by
prospecting the terrain tiles using special equipment to scan for
resources. You must be on the surface or inside a city to prospect.

The cost of prospecting is
paid by the owner of the prospecting vehicle. You will not automatically
find a deposit under your feet if you look for one. The type of the mine
depends of the rarity ratio (see the below Mining: Determining
Type of Deposit). When a deposit is found, the
deposit will become public knowledge. Anyone using the specialised
equipment will be able to see all found deposits on a planet.

Currently only the SX-65 Groundhog and FK-7 Airspeeder can be used to
scan terrains for resources, However this will expand into ships and
probably more vehicles. The SX-65 has 40 Mining Resource Scanners for
prospecting and the FK-7 has 10.

Different terrains have different
Materials available, not every material can be found on all terrains.
The table below shows what material is available on what terrain and the
chance of finding any type of material on each terrain.

Mineral/Terrain

Black Hole Terrain

Cave

Crater

Desert

Forest

Gas Giant

Glacier

Grassland

Jungle

Mountain

Ocean

River

Rock

Sun Terrain

Swamp

Volcanic

Quantum

NO

YES

YES

NO

NO

NO

NO

YES

NO

YES

YES

NO

YES

NO

NO

NO

Meleenium

NO

YES

YES

NO

NO

NO

NO

YES

NO

YES

YES

NO

YES

NO

NO

NO

Ardanium

NO

NO

NO

NO

YES

NO

YES

YES

YES

NO

NO

NO

NO

NO

YES

NO

Rudic

NO

YES

YES

YES

NO

NO

YES

NO

NO

YES

YES

YES

YES

NO

NO

NO

Ryll

NO

YES

NO

NO

NO

NO

NO

NO

NO

YES

NO

NO

YES

NO

NO

NO

Duracrete

NO

NO

NO

YES

YES

NO

NO

YES

YES

NO

NO

NO

YES

NO

NO

NO

Alazhi

NO

NO

NO

NO

YES

NO

NO

NO

YES

NO

NO

NO

NO

NO

NO

NO

Laboi

NO

YES

YES

YES

NO

NO

NO

NO

NO

YES

NO

NO

NO

NO

NO

NO

Adegan

NO

YES

YES

YES

NO

NO

NO

NO

NO

YES

NO

NO

YES

NO

NO

NO

Rockivory

NO

YES

YES

YES

NO

NO

NO

YES

NO

YES

YES

YES

YES

NO

NO

NO

Tibannagas

NO

NO

NO

NO

NO

YES

NO

NO

NO

NO

NO

NO

NO

NO

NO

NO

Nova

NO

YES

YES

NO

YES

NO

NO

YES

YES

YES

NO

NO

YES

NO

YES

NO

Varium

NO

NO

NO

NO

YES

NO

NO

YES

YES

NO

NO

NO

YES

NO

YES

NO

Varmigio

NO

YES

YES

YES

NO

NO

NO

YES

NO

YES

YES

YES

YES

NO

NO

NO

Lommite

NO

YES

YES

YES

NO

NO

YES

NO

NO

YES

YES

YES

YES

NO

NO

NO

Hibridium

NO

NO

YES

NO

NO

NO

YES

NO

NO

NO

YES

NO

NO

NO

NO

NO

Durelium

NO

NO

NO

NO

YES

NO

YES

NO

YES

NO

NO

NO

NO

NO

YES

NO

Lowickan

NO

YES

YES

YES

YES

NO

NO

YES

YES

YES

YES

NO

NO

NO

NO

NO

Vertex

NO

YES

YES

YES

YES

NO

NO

YES

YES

YES

YES

YES

YES

NO

NO

NO

Berubian

NO

YES

YES

YES

YES

NO

NO

YES

YES

YES

YES

YES

NO

NO

NO

NO

Bacta

NO

NO

NO

NO

NO

NO

NO

NO

NO

NO

NO

NO

NO

NO

NO

NO

Probability

0%

10%

8%

5%

3%

3%

1%

2%

4%

10%

2%

4%

8%

0%

4%

0%

A percentage for all materials found on the terrain type is calculated
and a random selected (0-100).

IF Random is in the cumulative percentage range THEN
select material type ELSE check next material on list

A mine is built in a grid in order to extract Raw Materials from the
deposit. A mine can only extract one type of material at any given time.
But you can have more then one mine in a given city mining the same Deposit.
Mines also require a work force in order to operate, this means there is
a minimum of 1 Dirt Hauler NPC required to be assigned to a mining
facility. These Dirt Hauler NPCs must be owned by the faction that owns
the mining facility.

4 Types of Mines:

Gas Mines: Only on Gas Giants, Done as normal mines but on a gas
planet.

Organic Mines: For Bacta, Used to mine Alazhi

Mineral Mines: normal mines

Mining Rigs: Only on Ocean Terrain, Done as normal mines but on an
Ocean Terrain.

If the owner is a Mining faction then there must be a Manager and
an Operator (any faction or character).
OR
If the owner faction is not a Mining faction then the Manager must be a
Mining faction and the Operator a member of that faction.

The operator must be assigned and active.

Materials are extracted on a weekly basis from your mines. Each mining
facility is extracting a material from the deposit found in the same
city. The extracted quantity of material per mine and cost are given to the owner of the mine and can be
calculated as follow:

Each time you use Y tons of a material X to build or produce something :
X_Total = X_Total - Y.

Each time you extract Y tons of material from a mine, its size is
diminished by Y. When the size reaches 0, the mine is empty (see below
Mining: Moving On (Mine Depletion) for
effects). However each week there is a chance of discovering a new
pocket of material at the deposit, the chance is calculated below:

Equations

Chance = Random1 + Terrain Prob

Success = Random2

Terrain Prob: Terrain Probability of having a raw material deposit as
stated on the Planetary Grids

You have the option of using explosives to increase the amount of materials yielded.
Doing so also has a risk of failure, resulting in lost materials and damage to the
mine and its contents. The amount yielded or lost and the chance of failure is dependent
on the explosive used. The risk of failure increases in damaged mines.

It is possible to link the mine to another facility, ship or vehicle and use explosives
contained within those entities. If a mine runs out of explosives it will continue to yield
without them, sending an event to the owner, commander and pilot informing of the lack of
explosives.

Equations

= Chance of Failure

= Failure chance of explosve used

= Percentage of lost hull of mine

Equations

= Total yield from using explosives

= normal Yield of mine

= Modifier for extra/lost yield

= Percentage of extra yield from explosive used

= Percentage of lost yield from explosive used

All damage is subject to armor and damage type modifiers, as detailed in Ground Combat.

If a new pocket of deposit is not
found, then a similar check is done with parameters:

Equations

Chance = Random1 + Terrain Prob

Success = Random2

Terrain Prob: Terrain Probability of having a raw material deposit as
stated on the Planetary Grids

Random1 (0..40)

Random2 (30..80)

If this check is
successful then the mine suffers a collapse that costs a random amount
between 25k and 100k. The deposit is reduced by the amount the mine
would have yielded plus a fifth of the deposit size for the type of
materials being mined and no materials are yielded. If the cost cannot
be covered, then clean up cannot be done and no materials are added back
in. If the collapse cost has been payed then the clean up is done and
between 5% and 75% of what the yield would have been is yielded.

Raw Materials are stored first
in the cargo area of the mining facilities and then silos of the same
owner in the same city. Later, they can be moved to cargo area of
vehicles or ships in same city. If city is full (eg. Both the Mine and
Silos are full), then mining is stopped. Only certain facilities can
store raw materials, these are Warehouse, Hangar, Landing Pad, Factory, Mine, Recycling Plant, Sith Temple, Jedi Praxeum, Silo, Alazhi Farm, Bacta Refinement Facility, Dry Dock, Naval Shipyard, Port, Starport, Lab.

Storage to Silos is automatic, however a cost is incurred to pay for
transport. Below calculates this transport cost:

Raw materials can be transferred between
entities under the following rules:

Can only transfer materials to other entities (ships/vehicles/space
stations/facilities) that are in the same position e.g. city, space,
etc.

You cannot transfer while moving or at the atmosphere level.

You can transfer from entity to entity if one is docked inside the
other.

You can transfer from entity to entity if both are docked inside
the same entity.

You can transfer to another entity at the same location if: (a) You
are able to board it, or (b) Your entity and the other can share
sensors (see Scanning: Sharing Sensors),
or (c) The materials and the entity are owned by the same character or
faction.

Mines can be set to run infinitely with the checkbox repeat.
The current setting of running mines can be viewed in the Facility
Inventory: such mines are marked with a small ∞ in the bottom
right corner.